Squeaky Inflatable Mallet

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I published a squeaky inflatable mallet to the L4D2 workshop. Check it out! If you enjoy it, then give it the ol’ thumbs up!

http://steamcommunity.com/sharedfiles/filedetails/?id=540330266

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Working on sounds for the lightsaber project

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Getting closer to finally putting up a solid version of the lightsaber melee mod for the Star Wars L4D2 project I’ve been working on. Been working on sounds this past week. Seems like its always a struggle just to find how to do something. R&D has been the longest part of this project. But slow progress is still progress!

Link – MapCore: Source Lighting Technical Analysis: Part Two

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I finally got a chance to read Part Two of leplubodeslapin‘s Source Lighting Technical Analysis series over on MapCore. This one focused more on model lighting in your maps for Source Engine. Might be worth the quick read if you are interested. The article isn’t that long.

MapCore: Source Lighting Technical Analysis: Part Two

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Link – Awesome Guide for Multiplayer Design

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Bobby Ross, who has a profile picture referencing one of my favorite painters of all time, was a World Builder on Firefall and a World Designer on Star Wars: The Old Republic.  He currently keeps a blog teaching Level Art & Design through infographics. He recently wrote and published an article about Multiplayer Level Design on Gamasutra. Its definitely worth the read. It’s a pretty legit serving of awesome sauce.

Check it out now: Bobby Ross’s guide to multiplayer level design

 

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Link – MapCore: Source Lighting Technical Analysis: Part One

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This is a pretty sweet article about the lighting in the source engine written by leplubodeslapin over on MapCore. I totally learned a bit more about lighting in the engine and lightmaps in general. The animated graphics in the article definitely helped. While it got a bit “mathy”, I’d say it was worth the read and a definite recommend. Check it out if you think the Source Engine or game engine lighting in general is interesting.

MapCore: Source Lighting Technical Analysis: Part One

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Version 09 of the map is out

Did some work on bombsite B today. Check out our CSGO contest entry here: https://www.mapcore.org/topic/19197-wip-de_plateau/#comment-399515

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Subscribe to the map here: http://steamcommunity.com/sharedfiles/filedetails/?id=467176721

Uploaded my source files to GitHub

I was thinking about putting up my source files for a while. Thought I might clean up the files first and wait until mid July to publish the source on GitHub, but some people were asking for it now. So, I said, whatever, why impede other modder’s creative drive and progress. So I pushed all of my source files up today. Enjoy happy modding!

Find the repo on GitHub here:  https://github.com/NickyDaB/L4D2_StarWars_DeathStarMap_SourceFiles_NickyDaB_Official

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Published the map on Steam Workshop

I decided that I got the base of the map finished and that I wanted to publish the current version as a demo, before I start working on other rooms. This way people can play the demo while I work on creating other parts. The workshop also has an update version feature so I can push new rooms as I make them.

Download it on the Steam Workshop here: http://steamcommunity.com/sharedfiles/filedetails/?id=393489025

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Added some new areas

Got together with some friends over the weekend to play around on the map before I released the demo on the Steam workshop. We noticed some gameplay issues. They were minor, but I felt like I should try to correct them before I release the demo. One of them was adding this area over here, which connects the player spawn to the machine gun turret hold out area.

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